Seraphor
Seraphor
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- Seraphor
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Ghost Face and Myers are also good choices. Don't need to worry about healing when everyone goes down in one hit.
Throw in Make Your Choice Wraith/Spirit too.
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"Give survivors passives" could work if it was minimal and done right.
Lets say theres 3 or 4 'stats' that slightly adjust certain things such as; healing speed, vaulting speed, exhaustion decrease, unhooking speed.
Each survivor gets between 1 and 4 points for each, adjusting each one by 1%, but only up to a maximum of 6.
For example, Claudette could have healing +3, unhooking +2, vaulting +1. Giving her +3% healing speed would synergise with her perks.
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@scoser said:
https://forum.deadbydaylight.com/en/discussion/comment/2604909#Comment_2604909
Well, the part where I get facecamped and tunneled because other people are obsessed with getting kills for MMR doesn't really help me out, unfortunately.
Exactly. Camping for kills for MMR isn't doing anything for anyone. The players are acting like idiots over this MMR system. The system would be fine if everyone stopped worrying about it.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2612138#Comment_2612138
I don’t see the problem here.
You don't see a problem in creating an entirely new feature that will never be used?
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2615069#Comment_2615069
The old system could at least reward you for having a "good game" (according to what it considered good, which still wasn't great) even if you died.
The current system places no distinction between having a terrible game and dying at 3 gens, or having a good game and dying in endgame because your teammates didn't save you and/or you could have escaped but you died to ensure someone else could get out.
Similarly, it rewards a killer who gets 3 hooks all on one player (eg. tunneling one survivor and then never getting another hook) the same as it rewards a killer who only got 1 kill but got 8 or 9 hooks and actually played a pretty decent game.
I get that it's probably impossible to create a "perfect MMR system" for this game when you consider how many factors would have to go into it, but it shouldn't have taken this long to implement an MMR system that is this low-effort, if you can even call it an MMR system.
Not a single part of this is true, because MMR is not a reward.
We still have an actual reward system based on the exact same emblem system we've always had. Use it.
The problem isnt MMR, it's the players acting absolutely insane over MMR and treating it as a reward or a goal. You're supposed to ignore it, it will work fine if you do. It was working fine until it was datamined and everyone found out it was based on escapes.
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@Lyrawolf1 said:
I've played 4 killer games within the last 2 days where i have had 6 different instances where i've CLEARLY hit the survivor, it makes the smack noise the survivor screams and they are still either unijured afterwards or should be down and are still running. Its HIGHLY frustrating for a mediocre killer who just wants to get the stupid challenges done. I'm to the point where killer isn't even worth it anymore for me. If i'm going to get multiple instances like this in EVERY SINGLE GAME and be CHEATED of my hit than screw playing killer.
You're not being cheated out of a hit, you're lagging.
On your screen, it looks like you hit the survivor, then they were instantly healed.
On the survivors screen, they never got hit at all, in fact you weren't even close.
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But BHVR does. It's their pay day.
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I think each survivor supply of evil should gradually refil when not within say 32m.
Let's say it refills at 5% of the speed it takes to stalk it in the first place. For every second of stalking, that survivor needs to be more than 32m for 20 seconds.
It wouldn't be enough to be abused, but would be enough that if the game is going on for a long time, you won't be penalised by having no power left.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2614089#Comment_2614089
Yes I know that. I said the old system was better. You know the system where it judged what you did in the trial and not just the outcome.
You know in the trial where all you skill is shown. Saying kills and escapes is a good system is silly. Hooks are vastly more important and show how the game went and chases and gen efficiency are most skillful for survivors.
The emblem system might be a better judge of skill, but the rank system was not a better form of matchmaking. The matchmaking now is loads better than it used to be.
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It's not a "skill based" system, but it is a "results based" system, and in that sense it is an effective way of matching players together so that everyone has an even chance of killing/escaping.
If it was still entirely secret, I think it would be working fine. Users would presume that it does measure skill in some way, and the results would be convincing enough.
But now people are gaming the system, getting 8 hooks then letting all survivors go, or camping for one-hook kills. It makes no sense because MMR itself isn't a reward system in any sense, and any intentional deviation you try to inflict will just be undone when you start to play normally anyway.
I think everyone should just ignore MMR entire and pretend there is no matchmaking system, play normally and it would all work out fine. Unfortunately it serves as a convenient scape goat for unpleasant games
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So you can bless totems and repair gens at 150% speed, at the same time?
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Hoping their power, or at least a perk, interacts with crows.
Best thing would be if they can teleport between crows somehow.
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@Lat0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2605525#Comment_2605525
Evidence suggets everyone is hating this system. Go back to reality dude, it's garbage and not made for a casual game
Everyone seems to be stressing about whether their MMR is going up or down and playing like dicks because of it.
If you just play normally it's working fine.
You know what I do to get away from the stress of this forum? I play DBD and it's fine.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2612140#Comment_2612140
I'd like to see kindred basekit for survivor and Whispers basekit for killer
Please no, I hate running Whispers as killer, it's way too loud.
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@coley_219 said:
I would like to see the formula used for sbmm not be based on survivors escaping near 50% of the time. Escaping about 50% is not equivalent to having fun - there have been plenty more games where I died but damn it was riveting and intense! I would also like to see that if the formula is based on a survivor escaping half the time, that it is also based on a killer getting at least 3 kills half the time. 2 kills is like a draw imo. 3k-4k a win. 0-1 kill is a loss - again imo. I also think there should be a handicap incorporated into the formula. For example, if I just prestiged a killer and have little to no perks or add ons I should have a small handicap - similarly a swf would have a small handicap based on how many are in the group. i'd like to see hatch count as an escape. you guys said it was a null - not a win or a loss but it's things like this that i believe are skewing your data - making player sbmm inaccurate. the only time an escape should not count is when the killer dc's - that is a true null since the trial was not able to be played. i would like to know how sbmm is treating matches for a killer where 1-4 survivors dc. do those count as kills - because imo those are also null.
I could see a "MMR handicap" based on killer level working out. Maybe every level below 50 = -1 MMR point, so at level 1 your MMR is decreased by 49 points, which would be roughly the equivalent of one rank (or a little bit more than one rank) under the old system.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2612068#Comment_2612068
The only survivor perk that needs to be base kit is kindred IMO.
Even then, I think auras would be too OP without costing a perk slot.
For basekit functionality, I'd rather see an ability you can use while not otherwise occupied, that shows a 'killer instinct' style directional indicator for other survivors.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2612046#Comment_2612046
Increasing the FOV would help with motion sickness. Some people (including me, yes) need to run Shadowborn on (some killers more than others) to help with that and the eye strain.
This also helps console killers be able to keep up with trackability after hitting survivors because of their reduced frame rate.
Any FoV increase would be a killer buff though. Maybe rounding it up to 90 degrees would work. But again, it would still make any FoV slider pointless, because whatever upper limit there is, will be the default for everyone anyway.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2612024#Comment_2612024
There'd be absolutely no reason to lower your FOV, as DBD already has a smaller than normal first person FOV-- which causes motion sickness and also allows survivors to do things that really make absolutely no sense.
So a FoV slider would be pointless.
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Would it be OP if killers got BBQ, Ruin and NOED as basekit?
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For all the reasons listed already, any FoV slider would only offer the option to reduce your FoV, not increase it.
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Tombstone Myers is an example of a mori that is earned, it's his entire power and it takes ages to charge up.
It may be a little overtuned but it doesn't need removing outright.
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@Warcrafter4 said:
It doesn't have a cooldown because its activation is purely done by the survivors.
It wouldn't make any sense for it to have a cooldown while also being entirely controlled by the survivors.
It's triggered by survivors attemping their main objective. You can't avoid getting a gen to 70%.
Blight, Billy and to some extent Oni and Freddy can absolutely dominate with Tinkerer. A cooldown would balance their use of it much better, and for killers who don't have the mobility to instantly pressure a tinked gen, they probably won't notice the cooldown at all.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2611192#Comment_2611192
Those killers weren't viable anyways. If anything, adding Plague to meta was a raw improvement to killer diversity.
Doctor has always been viable, and he's sort of a counter to shadowstep, but like all M1s he's slaughtered by CoH.
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Have you tried toggling the Insert key?
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Problem is survivors have no reason to be that close to the husk, and knowing it's an available add on means survivors will actively avoid the husk.
It's like expecting Myers to be in permanent tier 3 or have wall hacks when he hasn't tiered up yet.
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@adam1233467 said:
Killers saying : Survivors need a second objective
BOONS TOTEMS ARRIVE
Killers saying : Nerf boons totems!
The problem is Boon totems in their current form also give the killer an additional objective, one the killer doesn't have time to do.
Killer is a race against the clock, while survivor is a leisurely strole with the occasional sprint. Killer time is not equal to survivor time.
All the survivors need to do is make sure the boon totem is far enough from other objectives and it forces the killer into running a relay between additional points on the map, or forces the killer to tunnel and camp.
If boon totems were one time use (snuffing destroys the totem) then it would be fair risk v reward for both survivor and killer. With repeatable blessings, it's just irritating to the point where the killer is forced to just let the boon stay up.
If a one use per totem rule was too limiting, I'd suggest removing the thunderclap notification so the killer doesn't immediately know there's a boon. This would guarantee survivors get some use out of it before it's destroyed.
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There was never a boycott, people are just pissed about NFTs and don't want them linked to a game they love. How each person decides to deal with that is up to them.
Most I'd wager would simply decide not to buy Pinhead (if they hadn't already done so), because lets face it, if people care about NFTs being linked to the game, it's because they like the game.
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Btw, the only uncleansable Hexes ive ever known of where on the new Coldwinds when it released, and they were fixed within one patch cycle.
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@R2k said:
I think one side mains should be restricted from feedback. Poor children still fighting about whos candies are better.
"It seems you have played 20 survivor games in a row, please play at least 5 killer games to re-enable survivor games."
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Worst asymmetrical game.
Has no competition.
Hmmm...
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@brokedownpalace said:
Doesn't look like anything to me.
Host killer confirmed.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2609004#Comment_2609004
no, we have said the map is being removed.
What about the disappearing offerings?
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@Yords said:
I mean what is the point when someone can DC once they get into the game?
That's a heavier decision to make, you lose your consumables and trigger a DC penalty.
Most people won't DC after loading into the game. But someone invariably always DCs when a map offering is played.
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It's not +/-1. The amount your MMR increases or decreases depends on the relative difference between your MMR and the MMR of the survivor who escaped/died or killer who killed/didn't kill you.
And for killer, it's 4 games combined into 1, so if you get 1/2/3 kills you can't even be sure if your MMR has gone up or down.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2606548#Comment_2606548
I did not say it was impossible for the killer to be stunned.
I said that if a killer does not want to be stunned, they can play in a way to never be stunned. They have to let the survivors stun them.
So every killer I've stunned wanted to be stunned? They decided "nah I'm not going to play to win, I'm going to gimp myself instead."
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Survivors stop moaning. You have unsnuffable boon totems and validated Dead Hard hits.
Or maybe... why don't you play both roles so you have an idea of what you're talking about?
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Here we have it, it's impossible to stun killers.
I guess all those times I've stunned a killer were just fever dreams.
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I was a rank 5/6 killer before. I nearly always faced red rank SWFs, now I don't.
I guess I was the noob who was constantly being stomped by them, while you got to slaughter my survivor rank counterparts.
MMR is more fair now, the issue is the game balance at the far ends of the spectrum. It always was, but it was masked by flawed matchmaking.
Your beef is not with MMR, it's with game balance in general. That's what you should be complaining about.
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@Nathan13 said:
you also don't have to go near the gate.
I mean, survivors won't leave until you do, so...
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Weren't there "new animations" that disappeared pretty quickly?
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@Lat0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2605496#Comment_2605496
How do you not realize Dbd will never have perfect matchmaking because it's too simple? matching people based on their rank was the best and most accurate way to have fun games for everyone
Evidence suggests otherwise. MMR is better than the old system.
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@Lat0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2604903#Comment_2604903
Except it doesn't make the game fair because it's broken and you get terrible matchup anyways. Bloodpoint system has always been the best for a casual game like this
These "terrible matchups" are 1000 times better than no matchups at all.
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Did you file a report in game? Because that's what they do against taking the game hostage, they ban people who do it, but you need to report them.
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@scoser said:
The devs need to update the SBMM system to not judge kills as the only criteria. Once this was known, the amount of facecamping and hard tunneling I've experienced has gone through the roof to the point where it occurs in around 50% of my survivor matches. We've got an emblem system that, while it has its issues, doesn't explicitly reward facecamping and tunneling.
It's all completely nonsense anyway. There is no reward for increasing your MMR. There IS a reward for playing under the emblem system. So play according to the emblem system.
This is precisely why it was supposed to stay hidden, and why the dataminers are the ones who have broken the system.
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@BeanLag said:
https://forum.deadbydaylight.com/en/discussion/comment/2604107#Comment_2604107
Again this, it looks like dbd is the only videogame you played, literally all the games have a casual gamemode and this doesnt happen
https://forum.deadbydaylight.com/en/discussion/comment/2604239#Comment_2604239
Well when you have a somewhat "good" mmr if you dont tryhard you lose, why? Because your 4 opponents are tryharding, so if you dont sweat its guaranteed that everyone is going to escape, so basically you are letting them win to reduce your mmr, which again, is a horrible game design
Because there's no need for it. There is no true 'ranked mode' in the game either, because there are no rankings. Even under the old ranked system... there were no rankings, because they weren't real ranks. It's all just a personal growth system.
Matchmaking is there to make games fair, so you don't get potatoes matched up with sweaty 5k hr veterans.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2604392#Comment_2604392
I think that players' experience might differ depending the skill level they play at.
For what i know about the game, i guess that :
- at low MMR, the experience is terrible for the survivors and that they think the killers are way too OP.
- at an average MMR, i think that it's the best experience you can get, really balanced trials not because the game is balanced but because the players on both sides are not good enough to exacerbate the unbalance of the game = unchanged experience.
- at high MMR, the experience is terrible for killers as they can't get kills without camping early.
You can clearly see that the experience has changed a lot at high MMR as many streamers have stopped to play killer, some started to camp and tunnel early and some that refuse to use those cheap mechanics are loosing almost all their trials.
This skill level divide has always been the case though. I think MMR has just made it more obvious. Low rank play was always killer sided and high ranks were always survivor sided, but the more random nature of rank-based match making went some way towards masking that.
I'm a high-mid level killer, usually around rank 5/6 under the old system, and that put me in a spot where I was always matched with high rank survivors, which was regularly miserable. Now my games are far more fair.
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SBMM, as reductionist as it is being based on kills/escapes, is still way better than the old rank match making.
I'm not sure if other people are genuinely experiencing something very, very different to me or they're just falling prey to confirmation bias and blaming all of their shortcomings of SBMM, but the game has been more or less the same, or slightly better, than it used to be with ranks. There's still those games where I feel put out, but the far extreme scenarios (where I'm steamrolled by seal team teabag or I noobstomp a bunch of potatoes) have greatly reduced.
Here's a tip; if you lose, suck it up and play another game. Do not; have a strop and try to deflect your experience onto other agencies such as "killer was a toxic camper", "survivors were toxic SWF" or "SBMM doesn't work!"
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2603390#Comment_2603390
You don't need a Breakable Wall to deal with Shack.
Depending on the killer, you absolutely do.
There are some killers with whom if the survivor enters the shack, I'm breaking off chase instantly, no question.
Myers, Ghost Face, Trapper (unless there's a trap there somewhere), Plague (if I don't have Corrupted Purge), maybe even Wraith sometimes.
Doctor I may try to trap them inside with his power though this can have mixed results. Legion I might just deep wound them and see if there's anyone else nearby. Nemesis/Pyramid Head I might try to ranged through the window/wall if I get a chance, but it can be tricky.
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Every argument for "casual mode" is precisely the point of MMR.
So that casual players arent matched up with sweaty players and noobstomped constantly.